"use strict" let start_status = game.status let evtsrc = null let timer = 0 function confirm_delete() { let warning = `Are you sure you want to DELETE this game?` if (window.confirm(warning)) window.location.href = "/delete/" + game.game_id } function post(url) { fetch(url, { method: "POST" }) .then(r => r.text()) .then(t => window.error.textContent = (t === "SUCCESS") ? "" : t) .catch(e => window.error.textContent = e) start_event_source() } function start() { post(`/start/${game.game_id}`) } function join(role) { post(`/join/${game.game_id}/${role}`) } function part(role) { let warning = "Are you sure you want to LEAVE this game?" if (game.status === 0 || window.confirm(warning)) post(`/part/${game.game_id}/${role}`) } function kick(role) { let player = players.find(p => p.role === role) let warning = `Are you sure you want to KICK player ${player.name} (${role}) from this game?` if (game.status === 0 || window.confirm(warning)) post(`/part/${game.game_id}/${role}`) } let blink_title = document.title let blink_timer = 0 function start_blinker(message) { let tick = false if (blink_timer) stop_blinker() if (!document.hasFocus()) { document.title = message blink_timer = setInterval(function () { document.title = tick ? message : blink_title tick = !tick }, 1000) } } function stop_blinker() { document.title = blink_title clearInterval(blink_timer) blink_timer = 0 } window.addEventListener("focus", stop_blinker) function start_event_source() { if (!evtsrc || evtsrc.readyState === 2) { console.log("STARTING EVENT SOURCE") evtsrc = new EventSource("/join-events/" + game.game_id) evtsrc.addEventListener("players", function (evt) { console.log("PLAYERS:", evt.data) players = JSON.parse(evt.data) update() }) evtsrc.addEventListener("ready", function (evt) { console.log("READY:", evt.data) ready = JSON.parse(evt.data) update() }) evtsrc.addEventListener("game", function (evt) { console.log("GAME:", evt.data) game = JSON.parse(evt.data) if (game.status > 1) { clearInterval(timer) evtsrc.close() } update() }) evtsrc.addEventListener("deleted", function (evt) { console.log("DELETED") window.location.href = '/' + game.title_id }) evtsrc.onerror = function (err) { window.message.innerHTML = "Disconnected from server..." } window.addEventListener('beforeunload', function (evt) { evtsrc.close() }) } } function is_active(player, role) { return (game.active === role || game.active === "Both" || game.active === "All") } function is_solo() { return players.every(p => p.user_id === players[0].user_id) } function update() { for (let i = 0; i < roles.length; ++i) { let role = roles[i] let role_id = "role_" + role.replace(/ /g, "_") if (game.is_random && game.status === 0) role = "Random " + (i+1) document.getElementById(role_id + "_name").textContent = role let player = players.find(p => p.role === role) let element = document.getElementById(role_id) if (player) { switch (game.status) { case 2: if (player.user_id === user_id) element.innerHTML = `${player.name}` else element.innerHTML = player.name break case 1: element.classList.toggle("is_active", is_active(player, role)) if (player.user_id === user_id) element.innerHTML = `\u274c ${player.name}` else if (game.owner_id === user_id) element.innerHTML = `\u274c ${player.name}` else element.innerHTML = player.name break case 0: if (player.user_id === user_id) element.innerHTML = `\u274c ${player.name}` else if (game.owner_id === user_id) element.innerHTML = `\u274c ${player.name}` else element.innerHTML = player.name break } } else { switch (game.status) { case 2: element.innerHTML = `Empty` break case 1: case 0: element.innerHTML = `Join` break } } } let message = window.message if (game.status === 0) { if (ready && (game.owner_id === user_id)) message.innerHTML = "Ready to start..." else if (ready) message.innerHTML = `Waiting for ${game.owner_name} to start the game...` else message.innerHTML = "Waiting for players to join..." } else { message.innerHTML = `Observe` } if (game.owner_id === user_id) { window.start_button.disabled = !ready window.start_button.classList = (game.status === 0) ? "" : "hide" window.delete_button.classList = (game.status === 0 || is_solo()) ? "" : "hide" if (game.status === 0 && ready) start_blinker("READY TO START") else stop_blinker() } else { if (start_status === 0 && game.status === 1) start_blinker("STARTED") else stop_blinker() } } window.onload = function () { update() if (game.status < 2) { start_event_source() timer = setInterval(start_event_source, 15000) } }